An example of the range of head shapes possible with the avatar sliders on my Bento dragon head for Second Life. It obviously won't allow for extreme parameters, but it has some flexibility. Once I finalize the weights for this particular head, I will also make a male version. It is taking me way too long to complete this avatar, but I hope to finish it sometime before fall.
Category Scraps / All
Species Western Dragon
Size 1200 x 1200px
File Size 1.12 MB
I did put the head of the bone in either the median of the mesh or between the two poles of the eyeball mesh. The meshes of the eye are rotated, meaning the poles of the mesh are not pointed upwards at a 90 degree angle, so this does sound plausible it might be off.
It's also possible that I just couldn't get the eyelids to agree totally with the changes to the eye size sliders. Therefore some adjustments had to be made to the "Eye Opening" slider to get the eyelids to mostly shut when blinking when the eye sliders are not set at their default. As a result, the frames after the top two (eyes at the default size) might look off.
Additionally, the default locations of the eye-related bones (not the eye bones themselves) are not precisely located where the eye bones are. I don't know why LL chose those precise locations for those bones, but perhaps those locations either make it easier to animate a blinking human eye or they wanted to make selecting those bones easier. I left all the eye bones and eye-related bones in their default location, in order to allow the usage of the trans-locating sliders (i.e. eye spacing and eye depth). These sliders would have been locked in place if I used a custom joint location.
In summary, there exists multiple reasons why the eyes might look a bit strange. Some (like double checking the location of the eyeballs) may be doable, others may unfortunately may be not as fixable unless I want to get rid of some of the ability of the head to function with some of the sliders.
It's also possible that I just couldn't get the eyelids to agree totally with the changes to the eye size sliders. Therefore some adjustments had to be made to the "Eye Opening" slider to get the eyelids to mostly shut when blinking when the eye sliders are not set at their default. As a result, the frames after the top two (eyes at the default size) might look off.
Additionally, the default locations of the eye-related bones (not the eye bones themselves) are not precisely located where the eye bones are. I don't know why LL chose those precise locations for those bones, but perhaps those locations either make it easier to animate a blinking human eye or they wanted to make selecting those bones easier. I left all the eye bones and eye-related bones in their default location, in order to allow the usage of the trans-locating sliders (i.e. eye spacing and eye depth). These sliders would have been locked in place if I used a custom joint location.
In summary, there exists multiple reasons why the eyes might look a bit strange. Some (like double checking the location of the eyeballs) may be doable, others may unfortunately may be not as fixable unless I want to get rid of some of the ability of the head to function with some of the sliders.
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